Page 2 of 2

Posted: Fri Mar 26, 2010 2:54 pm
by dalek501
I seem to spend more time tinkering getting the game LOOKING like I want it rather than actually playing! :oops: :lol:

OK what I'm trying to achieve is this - I have a Supercobra which I genuinely bought but have never liked the look of. So I want to use Griffs normal mapped test version as my ship. I would also like it to be the ship that spins at the start if possible.

As I see it, can I do this?:

1)In my save file make sure the ship I'm flying is "cobra3-player"
2)In Griffs shipdata plist, name the ship "cobra3-player" but also use "display_name" to actually name it on screen as a Supercobra.
3)In the shipdata plist adjust the ships stats to match the Supercobra.

Would that work?

Posted: Fri Mar 26, 2010 3:16 pm
by Griff
i wonder if this might work, make a Config folder in your addons folder (it doesn't have to be inside another folder with .oxp on the end.)
save this out as shipdata.plist, keep your supercobra and your griff oxp's installed

Code: Select all

{
"cobra3-player" = 
	{
	like_ship = "supercobra-player"; 
	aft_eject_position = "0.0 -17.0 -40.0";
	exhaust = (		
			"10.7601 6.3008 -31.8587  6.3 5.6 9.0",
			"10.7601 6.3008 -31.8587  3.0 3.0 6.0",
			"-10.7601 6.3008 -31.8587 6.3 5.6 9.0",
			"-10.7601 6.3008 -31.8587  3.0 3.0 6.0",
			);
	forward_weapon_type = "WEAPON_NONE";
	missile_launch_position = "0.0 -13.7 21.06";
	model = "griff_cobra_mk3_mainhull.dat"; 
	roles = "player";
	scoop_position = "0.0 -9.57 7.66";	
	smooth = "false";	
	subentities = (
		"griff_normalmapped_cobra_mkIII_front_gun_player   0 0 0 1 0 0 0"
				   );
	shaders = 
		{ 
            "griff_cobra_mk3_mainhull_diffuse_spec.png" = 
			{ 
                vertex_shader = "griff_normalmap_ships.vertex"; 
                fragment_shader = "griff_cobra_mk3_player.fragment"; 
                textures = 
						(
							"griff_cobra_mk3_mainhull_diffuse_spec.png", 
							"griff_cobra_mk3_mainhull_normal.png",
							"griff_cobra_mk3_mainhull_effects.png",
							"griff_player_decal.png"
						);
				uniforms =
						{
						uColorMap = { type = texture; value = 0; };
						uNormalMap = { type = texture; value = 1; };
						uEffectsMap = { type = texture; value = 2; };
						uDecalMap = { type = texture; value = 3; };	
						uTime = "universalTime";
						nearly_dead = "throwingSparks";	
						alertlevel = "alertCondition";
						hull_heat_level = "hullHeatLevel";	 				
						engine_power = "speedFactor"; 
						PaintColor1 = { type = vector; value = "0.0 0.0 0.0"; }; 
						PaintColor2 = { type = vector; value = "0.0 0.0 0.0"; };				
						Decal1_Scale_and_Position = { type = vector; value = "0.59 0.2 9.6"; };
						Decal1_Rotation = { type = "float"; value = -0.73840; };	
			}; 
		};
		};
		view_position_aft = "0.0 7.5 -32.5";
		view_position_forward = "0.0 7.25 31.0";
		view_position_port = "-33.5 4.75 0.0";
		view_position_starboard = "33.5 4.75 0.0";
		weapon_position_forward = "-0.0961 0.9367 43.4655";		
		weapon_position_aft = "0.0 0.0 -32.5";
		weapon_position_port = "-40.0 2.17 -4.33";
		weapon_position_starboard = "40.0 2.17 -4.33";	
		custom_views =
		(
			{
				view_description = "Rear View";
				view_orientation = "1.0 0.0 0.0 0.0";
				view_position = "0.0 30.0 -200.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Rear Right View";
				view_orientation = "0.9239 0.0 0.3827 0.0";
				view_position = "141.42 30.0 -141.42";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Right View";
				view_orientation = "0.7071 0.0 0.7071 0.0";
				view_position = "200.0 30.0 0.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Front Right View";
				view_orientation = "0.3827 0.0 0.9239 0.0";
				view_position = "141.42 30.0 141.42";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Front View";
				view_orientation = "0.0 0.0 1.0 0.0";
				view_position = "0.0 30.0 200.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Front Left View";
				view_orientation = "0.3827 0.0 -0.9239 0.0";
				view_position = "-141.42 30.0 141.42";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Left View";
				view_orientation = "0.7071 0.0 -0.7071 0.0";
				view_position = "-200.0 30.0 0.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Rear Left View";
				view_orientation = "0.9239 0.0 -0.3827 0.0";
				view_position = "-141.42 30.0 -141.42";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Top View";
				view_orientation = "-0.7071 0.7071 0.0 0.0";
				view_position = "0.0 200.0 20.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Bottom View";
				view_orientation = "0.0 0.0 0.7071 0.7071";
				view_position = "0.0 -200.0 20.0";
				weapon_facing = "FORWARD";
			}
		);		
	};	
}	

Posted: Fri Mar 26, 2010 3:32 pm
by dalek501
Thanks Griff, I will give that a try when I'm at home. I have a config folder already I think with some keyboard layout changes in so I assume it would sit in there with that?

What do I need to do in regard to the specs of the ship to match the Supercobra?

Posted: Fri Mar 26, 2010 4:11 pm
by Griff
yes, just save it into the same folder
hopefully the like_ship = "supercobra-player"; (line 4 in the above code)
will transfer all the supercobra stats over to this ship, (the stats you can see listed above are just positional stuff like exhaust plume, view & weapon positions etc and the shader definitions, these will need to be present in our copy as the ones from the supercobra will be wrong)

Posted: Fri Mar 26, 2010 10:19 pm
by dalek501
Thanks Griff. :D That has done the job and I can sit and marvel at your amazing ship in all its glory now while listening to Cosmos by Vangelis.

Maybe thats not the done thing (to change the theme music) but I just find something a little bit more gentle suits the images of the ships better. IMO of course. I still love the Oolite theme I just think it would work better in a battle situation. :D

Thanks again Griff. I marvel that this game is free and everybdy is so willing to help! :D

Posted: Sat Mar 27, 2010 11:41 am
by dalek501
I should have mentioned that I did need to alter the plist you posted slightly, everything from the shaders onwards I cut and paste in from your shader test cobra as I had already fiddled with that a bit.

The first time I changed it it didnt work, but once I'd changed that section it did.

Posted: Tue Mar 30, 2010 10:46 am
by dalek501
Hi Griff,

I'm just wondering if I have a problem with your override plists?

With my tinkering (re. changing the rotating ship etc as above) I had removed the Neolite ships, and had to use the non override files on the Deepspace ships to make it appear. Your two override plists are still in place.

However I am seeing core ships in the shipyard still, and I have seen one or two in action (although they could have been OXP produced).

Is this a problem? Particularly the shipyard ships? Its the Cobra III I see regularly so its not limited to the ships you haven't converted yet.

Posted: Thu Apr 01, 2010 10:41 am
by Griff
Hi dalek501, sorry about not replying sooner, i haven't been logging onto the boards for a bit ( i found a mod for halflife2 that added in some extra graphical lovelyness fromn the later games into it and i couldn't stop myself from playing through it all again - i absolutely adore halflife 2!
hmm, i'm not sure whay your still seeing core ships, the ship-yard.overrides.plist is quite a simple one, it just sets the chance of the named ship appearing in the shipyard to 0, eg for the cobraIII player version it has this written in it

Code: Select all

"cobra3-player" =
   { 
   chance = 0; 
   };

so it should set the chances of any ship called "cobra3-player" appearing in the shipyard to nil.

is there anything in the log to suggest that this plist isn't being read in properly? a syntax error or something, or maybe another oxp you have installed is adding in player flyable ships that use the core models back into the game but under new names?

i haven't done a lot of extensive oolite playing recently but i do keep the dizzy-all-in-1 oxp installed and i haven't been seeing core ships on the few occasions i've been browsing in the shipyard

Posted: Thu Apr 01, 2010 11:38 am
by dalek501
OK I will check that out. I've done so much tinkering in the last few days I've lost track of what Ive adjusted! As far as Im aware I have never touched your override plists though so they should be ok.

I assume there would be entries for "cobra3-pirate" etc in the plist too?

Glad to hear about the Halflife stuff! I think I only everplayed the first game, but what a game!! :) Elite, Halflife and Tomb Raider (the original 2-3) are 3 games that I really immersed myself in more than any other.

Posted: Thu Apr 01, 2010 11:49 am
by Griff
cobra3-pirate sounds like it should be an NPC ship and not one flyable by the player, what is it's role set to? if it's "player" then that sounds wrong, it should probably be "pirate"
the halflife mod was the halflife2:update mod by filip viktor, it's very good, it adds in some of the new shaders & models from 'episode 2', it's a massive download though 1.5 gigs!

Posted: Thu Apr 01, 2010 11:52 am
by dalek501
I'll check it out when I get home. I cant recall exactly what specifically they are.

I had a sneaky game this morning before work as I had to wait in a while for a delivery to come, And I definitely saw a core Cobra 3 in the shipyard at one point though.

Posted: Tue Apr 20, 2010 12:34 pm
by Palmski
I was trying to get this working last night myself (the combination of the three different ship packs) but I think I can only see SimonB's Neolite ships.

I did the following as suggested above:

1. Use the neolite.oxp "out of the box"
2. Use Dizzy's collection of Griff ships but with the two *-overrides.plist files removed
3. Use DeepSpace's ships with the supplied non-override config files

Is there a way to tell for sure if a ship is in the game or not? It could be that the RNG gods are simply rolling a string of 6's to pop out SimonB's ships for the ones I get close enough to see and the ones which seem to <ahem> blow up in the distance are the Griff and DeepSpace versions so I only get to see their wreckage.

<edit> to say I have set my own ship to be a Griff Cobra and that shows up just fine</edit>

Posted: Tue Apr 20, 2010 8:48 pm
by Griff
i'm pretty sure you've got that all set correctly:

Code: Select all

1. Use the neolite.oxp "out of the box" 
2. Use Dizzy's collection of Griff ships but with the two *-overrides.plist files removed 
3. Use DeepSpace's ships with the supplied non-override config files 
taking the 2 'overrides' plists out of the griff oxp will allow the standard ships back into the game alongside the griff ones, the neoolite oxp will overwrite the standard ships with it's own and the deepspace oxp with the non-override plists will add it's own ship set into the mix, so you should get all 3 oxps working together, you must indeed be blasting them too quickly :lol:

Posted: Tue Apr 20, 2010 11:37 pm
by Palmski
I found some tonight, makes for a really interesting mix with all three running together. Got into some fun dogfights and I'm sorry to say I did end up shooting down some Griff ships right up close and personal like. I can only offer my apologies after all the hard work you put in to make them :lol:

Posted: Wed Apr 21, 2010 3:27 am
by ADCK
Both Deepspace and Neolites have special override-addons which reinstate the original ships, preventing them from over-writing the standard vanilla ships, both are available in my box.net (see sig)
DeepspaceShip.oxp.zip and ADCK's vintage Neolite Ships.zip
the neolites one has a readme with instalation instructions, and the deepspace one is simply extracted to your addons dir (click yes when asked to overwrite)

I have alot of diff oxps runnig alongside each other, Vanilla, Griffs, Neolites, Shady Sungs, Deepspace, Rusties, etc.